Ember Vanguard: building a party that carries the early game
Ember Vanguard front-loads its slowest hours, and a lot of players quit before it opens up. That's a shame, because the fix is mostly about how you build your starting party rather than how much you grind.
Prioritize one reliable debuff applier early. The whole combat system leans on setting up elemental states, so having a character who can slap a status on enemies turn one makes everything else land harder. I ran mine in the back row where they stay safe.
Don't spread your upgrade materials across everyone. Pick two carries and pour resources into them. The game is generous enough that you'll have plenty for the rest later, and having two strong units early smooths out the rough patch beautifully.
By chapter four you'll unlock the positioning mechanics that make the game shine. Push through, set up your combos, and Ember Vanguard goes from tolerable to genuinely one of the better mobile RPGs I've played this year.
